Difference between revisions of "Current Expedition Gear"

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(Arikan)
Line 8: Line 8:
 
*Tablet  
 
*Tablet  
 
*Notebook  
 
*Notebook  
*Pistol
+
*Glock 17 (1d10 damage; 15m range increment; 17 round magazine)
*Body Armor
+
*Body Armor (AR 3)
*1 IFAK
+
*1 IFAK (+20% to a single First Aid check)
 
*1/2 of a 2-person shelter shell
 
*1/2 of a 2-person shelter shell
*Climbing gear (harness, rope, belay device, carabiners, gloves, etc.)
+
*Climbing gear (harness, rope, belay device, carabiners, gloves, etc.) (+20% to Athletics checks to Climb when time is taken to use)
 
*Helmet with headlamp
 
*Helmet with headlamp
 
*Flashlights (2)
 
*Flashlights (2)
Line 25: Line 25:
  
 
*Kevlar vest (3 armor points) worn under clothes  
 
*Kevlar vest (3 armor points) worn under clothes  
*1 IFAK
+
*1 IFAK (+20% to a single First Aid check)
 
*1/2 of a 2-person shelter shell
 
*1/2 of a 2-person shelter shell
*Climbing gear (harness, rope, belay device, carabiners, gloves, etc.)
+
*Climbing gear (harness, rope, belay device, carabiners, gloves, etc.) (+20% to Athletics checks to Climb when time is taken to use)
 
*Helmet with headlamp
 
*Helmet with headlamp
 
*Flashlights (2)
 
*Flashlights (2)
 
*Emergency flotation devices for yourself and your pack
 
*Emergency flotation devices for yourself and your pack
*Survival knife
+
*Survival knife (1d4 damage; AP3)
 
*Mylar emergency blanket
 
*Mylar emergency blanket
 
*Spare clothes
 
*Spare clothes
 
*Gas mask with spare filters
 
*Gas mask with spare filters
 
*Sleeping pad
 
*Sleeping pad
*Glock 17
+
*Glock 17 (1d10 damage; 15m range increment; 17 round magazine)
  
 
==Howard==
 
==Howard==
  
*1 IFAK
+
*1 IFAK (+20% to a single First Aid check)
 
*1/2 of a 2-person shelter shell
 
*1/2 of a 2-person shelter shell
*Climbing gear (harness, rope, belay device, carabiners, gloves, etc.)
+
*Climbing gear (harness, rope, belay device, carabiners, gloves, etc.) (+20% to Athletics checks to Climb when time is taken to use)
 
*Helmet with headlamp
 
*Helmet with headlamp
 
*Flashlights (2)
 
*Flashlights (2)
 
*Emergency flotation devices for yourself and your pack
 
*Emergency flotation devices for yourself and your pack
*Survival knife
+
*Survival knife (1d4 damage; AP3)
 
*Mylar emergency blanket
 
*Mylar emergency blanket
 
*Spare clothes
 
*Spare clothes
 
*Gas mask with spare filters
 
*Gas mask with spare filters
 
*Sleeping pad
 
*Sleeping pad
*Assault Carbine (Sound Suppressor, Sights, ...) + a couple of spare mags
+
*Assault Carbine (Sound Suppressor, Sights, ...) + a couple of spare mags (1d12 damage; 100 m base range; 10% lethality; 30-round magazine; +20% to hit if not damaged since last action; requires Alertness check to hear)
*Pistol + a couple of spare mags
+
*Pistol + a couple of spare mags (1d10 damage; 15m range increment; 17 round magazine)
*Tactical Body Armor + Helmet
+
*Tactical Body Armor + Helmet (AR5 (6 with helmet))
 
*Radio with throat mic
 
*Radio with throat mic
*Smoke, Flash and Frag Grenades (1-2 of each)
+
*2 Smoke Grenades
*Combat Knife
+
*2 Flashbang Grenades (+20% bonus on attack roll; those hit suffer -40% to all actions for 1d6 rounds)
 +
*2 Frag Grenades (15% lethality; 10 m kill radius)
 +
*Combat Knife (1d6 damage; AP3)
 
*A few of those pyrotechnic road flares
 
*A few of those pyrotechnic road flares
*Night Vison Goggles
+
*Night Vison Goggles (allows operating in dark condition; detailed perception at -20%)
 
*Waterproof Notepad and Pencils
 
*Waterproof Notepad and Pencils
 
*Extra snack bars.
 
*Extra snack bars.
Line 64: Line 66:
 
==O'Neill==
 
==O'Neill==
  
*Climbing rope and associated gear.  
+
*Climbing rope and associated gear. (+20% to Athletics checks to Climb when time is taken to use)
 
*Gas mask.  
 
*Gas mask.  
 
*Tobacco and Pipe.  
 
*Tobacco and Pipe.  
 
*Tools for messing with locks and a general purpose top notch tool box that is a back pack.  
 
*Tools for messing with locks and a general purpose top notch tool box that is a back pack.  
*A hand grenade cause he has always wanted one.  
+
*A hand grenade cause he has always wanted one. (15% lethality; 10 m kill radius)
*A good knife.  
+
*A good knife. (1d4 damage; AP3)
 
*One oxygen in a can and mask
 
*One oxygen in a can and mask
 
*A hand held gas detector
 
*A hand held gas detector
Line 76: Line 78:
 
*Good light sources.
 
*Good light sources.
 
*Metal detector.
 
*Metal detector.
*Pistol
+
*Glock 17 (1d10 damage; 15m range increment; 17 round magazine)
 
*Polaroid camera
 
*Polaroid camera
  
Line 82: Line 84:
  
 
*Decent cigars, Pictures of his step daughter Mary at a science fair, pictures of Mona in a black dress in front of a fancy table  
 
*Decent cigars, Pictures of his step daughter Mary at a science fair, pictures of Mona in a black dress in front of a fancy table  
*1 IFAK  
+
*1 IFAK (+20% to a single First Aid check)
 
*1/2 of a 2-person shelter shell  
 
*1/2 of a 2-person shelter shell  
*Climbing gear (harness, rope, belay device, carabiners, gloves, etc.)  
+
*Climbing gear (harness, rope, belay device, carabiners, gloves, etc.) (+20% to Athletics checks to Climb when time is taken to use)
 
*Helmet with headlamp  
 
*Helmet with headlamp  
 
*Flashlights (2)  
 
*Flashlights (2)  
 
*Emergency flotation devices for yourself and your pack  
 
*Emergency flotation devices for yourself and your pack  
*Survival knife  
+
*Survival knife (1d4 damage; AP3)
 
*Mylar emergency blanket  
 
*Mylar emergency blanket  
 
*Spare clothes  
 
*Spare clothes  
 
*Gas mask with spare filters  
 
*Gas mask with spare filters  
 
*Sleeping pad  
 
*Sleeping pad  
*Assault Carbine w/holographic sights, targeting laser, and sound suppressor. Six spare magazines on chest rig.  
+
*Assault Carbine w/holographic sights, targeting laser, and sound suppressor. Six spare magazines on chest rig. (1d12 damage; 100 m base range; 10% lethality; 30-round magazine; +20% to hit if not damaged since last action; requires Alertness check to hear)
*Heavy Pistol w/targeting laser. Three spare magazines on chest rig.  
+
*Heavy Pistol w/targeting laser. Three spare magazines on chest rig. (1d12 damage; 20m base range; 10 round magazine; +20% to hit if not damaged since last action)
*One 570g block of C4 plastic explosive w/spare chemical, radio, and mechanical detonators  
+
*One 570g block of C4 plastic explosive w/spare chemical, radio, and mechanical detonators (10% lethality; 5m range)
*Tactical Body Armor + Helmet  
+
*Tactical Body Armor + Helmet (AR5 (6 with helmet))
 
*Radio with throat mic  
 
*Radio with throat mic  
*Smoke, Flash and Frag Grenades (2 of each)  
+
*2 Smoke Grenades
*Two large knives. One in each boot  
+
*2 Flashbang Grenades (+20% bonus on attack roll; those hit suffer -40% to all actions for 1d6 rounds)
 +
*2 Frag Grenades (15% lethality; 10 m kill radius)
 +
*Two large knives. One in each boot (1d6 damage; AP3)
 
*A dozen glow sticks  
 
*A dozen glow sticks  
*Night Vision Goggles  
+
*Night Vision Goggles (allows operating in dark condition; detailed perception at -20%)
 
*Waterproof Notepad and Pencils  
 
*Waterproof Notepad and Pencils  
 
*Extra snack bars  
 
*Extra snack bars  
Line 111: Line 115:
 
*Digital recording stuff
 
*Digital recording stuff
 
*Field testing kits for things like checking for common organic and inorganic toxins
 
*Field testing kits for things like checking for common organic and inorganic toxins
*1 IFAK
+
*1 IFAK (+20% to a single First Aid check)
 
*1/2 of a 2-person shelter shell
 
*1/2 of a 2-person shelter shell
*Climbing gear (harness, rope, belay device, carabiners, gloves, etc.)
+
*Climbing gear (harness, rope, belay device, carabiners, gloves, etc.) (+20% to Athletics checks to Climb when time is taken to use)
 
*Helmet with headlamp
 
*Helmet with headlamp
 
*Flashlights (2)
 
*Flashlights (2)
 
*Emergency flotation devices for yourself and your pack
 
*Emergency flotation devices for yourself and your pack
*Survival knife
+
*Survival knife (1d4 damage; AP3)
 
*Mylar emergency blanket
 
*Mylar emergency blanket
 
*Spare clothes
 
*Spare clothes

Revision as of 13:28, 3 April 2017

Note: Excludes basic clothing as well as standard rations and water for 4 days.

Arikan

  • Camera
  • Geiger counter
  • Gas detector
  • Tablet
  • Notebook
  • Glock 17 (1d10 damage; 15m range increment; 17 round magazine)
  • Body Armor (AR 3)
  • 1 IFAK (+20% to a single First Aid check)
  • 1/2 of a 2-person shelter shell
  • Climbing gear (harness, rope, belay device, carabiners, gloves, etc.) (+20% to Athletics checks to Climb when time is taken to use)
  • Helmet with headlamp
  • Flashlights (2)
  • Emergency flotation devices for yourself and your pack
  • Survival knife (1d4 damage; AP3)
  • Mylar emergency blanket
  • Spare clothes
  • Gas mask with spare filters
  • Sleeping pad

Caldwell

  • Kevlar vest (3 armor points) worn under clothes
  • 1 IFAK (+20% to a single First Aid check)
  • 1/2 of a 2-person shelter shell
  • Climbing gear (harness, rope, belay device, carabiners, gloves, etc.) (+20% to Athletics checks to Climb when time is taken to use)
  • Helmet with headlamp
  • Flashlights (2)
  • Emergency flotation devices for yourself and your pack
  • Survival knife (1d4 damage; AP3)
  • Mylar emergency blanket
  • Spare clothes
  • Gas mask with spare filters
  • Sleeping pad
  • Glock 17 (1d10 damage; 15m range increment; 17 round magazine)

Howard

  • 1 IFAK (+20% to a single First Aid check)
  • 1/2 of a 2-person shelter shell
  • Climbing gear (harness, rope, belay device, carabiners, gloves, etc.) (+20% to Athletics checks to Climb when time is taken to use)
  • Helmet with headlamp
  • Flashlights (2)
  • Emergency flotation devices for yourself and your pack
  • Survival knife (1d4 damage; AP3)
  • Mylar emergency blanket
  • Spare clothes
  • Gas mask with spare filters
  • Sleeping pad
  • Assault Carbine (Sound Suppressor, Sights, ...) + a couple of spare mags (1d12 damage; 100 m base range; 10% lethality; 30-round magazine; +20% to hit if not damaged since last action; requires Alertness check to hear)
  • Pistol + a couple of spare mags (1d10 damage; 15m range increment; 17 round magazine)
  • Tactical Body Armor + Helmet (AR5 (6 with helmet))
  • Radio with throat mic
  • 2 Smoke Grenades
  • 2 Flashbang Grenades (+20% bonus on attack roll; those hit suffer -40% to all actions for 1d6 rounds)
  • 2 Frag Grenades (15% lethality; 10 m kill radius)
  • Combat Knife (1d6 damage; AP3)
  • A few of those pyrotechnic road flares
  • Night Vison Goggles (allows operating in dark condition; detailed perception at -20%)
  • Waterproof Notepad and Pencils
  • Extra snack bars.

O'Neill

  • Climbing rope and associated gear. (+20% to Athletics checks to Climb when time is taken to use)
  • Gas mask.
  • Tobacco and Pipe.
  • Tools for messing with locks and a general purpose top notch tool box that is a back pack.
  • A hand grenade cause he has always wanted one. (15% lethality; 10 m kill radius)
  • A good knife. (1d4 damage; AP3)
  • One oxygen in a can and mask
  • A hand held gas detector
  • Spare Batteries
  • Spray cans to mark the way we go.
  • Good light sources.
  • Metal detector.
  • Glock 17 (1d10 damage; 15m range increment; 17 round magazine)
  • Polaroid camera

Mars

  • Decent cigars, Pictures of his step daughter Mary at a science fair, pictures of Mona in a black dress in front of a fancy table
  • 1 IFAK (+20% to a single First Aid check)
  • 1/2 of a 2-person shelter shell
  • Climbing gear (harness, rope, belay device, carabiners, gloves, etc.) (+20% to Athletics checks to Climb when time is taken to use)
  • Helmet with headlamp
  • Flashlights (2)
  • Emergency flotation devices for yourself and your pack
  • Survival knife (1d4 damage; AP3)
  • Mylar emergency blanket
  • Spare clothes
  • Gas mask with spare filters
  • Sleeping pad
  • Assault Carbine w/holographic sights, targeting laser, and sound suppressor. Six spare magazines on chest rig. (1d12 damage; 100 m base range; 10% lethality; 30-round magazine; +20% to hit if not damaged since last action; requires Alertness check to hear)
  • Heavy Pistol w/targeting laser. Three spare magazines on chest rig. (1d12 damage; 20m base range; 10 round magazine; +20% to hit if not damaged since last action)
  • One 570g block of C4 plastic explosive w/spare chemical, radio, and mechanical detonators (10% lethality; 5m range)
  • Tactical Body Armor + Helmet (AR5 (6 with helmet))
  • Radio with throat mic
  • 2 Smoke Grenades
  • 2 Flashbang Grenades (+20% bonus on attack roll; those hit suffer -40% to all actions for 1d6 rounds)
  • 2 Frag Grenades (15% lethality; 10 m kill radius)
  • Two large knives. One in each boot (1d6 damage; AP3)
  • A dozen glow sticks
  • Night Vision Goggles (allows operating in dark condition; detailed perception at -20%)
  • Waterproof Notepad and Pencils
  • Extra snack bars
  • A box of matches

VanDerMeer

  • Specimen containers]
  • Digital recording stuff
  • Field testing kits for things like checking for common organic and inorganic toxins
  • 1 IFAK (+20% to a single First Aid check)
  • 1/2 of a 2-person shelter shell
  • Climbing gear (harness, rope, belay device, carabiners, gloves, etc.) (+20% to Athletics checks to Climb when time is taken to use)
  • Helmet with headlamp
  • Flashlights (2)
  • Emergency flotation devices for yourself and your pack
  • Survival knife (1d4 damage; AP3)
  • Mylar emergency blanket
  • Spare clothes
  • Gas mask with spare filters
  • Sleeping pad

Tarren's Character